Outsiders & Others

[Fanzine Focus XXIX] One of Us #1

Reviews from R'lyeh -

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another choice is the Dungeon Crawl Classics Role Playing Game.
One of Us #1 is a post-apocalyptic fanzine for the Dungeon Crawl Classics Roleplaying Game. Published by Starry Wisdom Press in January, 2021, it casts the Player Characters as drifters, grifters, ne’er-do-wells, and desperate cast asunder following the Big Mistake, a war of some kind that was perhaps a decade or two ago. This places it roughly in the desperate, dirty decade of the thirties or even ‘Golden Era’ of the fifties. The Player Characters are specifically carnies, members of a travelling carnival, indentured to the mysterious being known as The Madame. In exchange for wondrous powers and “a more perfect self,” The Madame calls upon the carnies to procure for her, magnificent artifacts, as the carnival crisscrosses the dusty and dangerous remains of a once robust and proud land. Their efforts and their presence do not go unnoticed—cannibal hobos, shadowy cults, and uncouth hecklers will do everything in their power to prevent your caravan from carrying out its mission.
One of Us #1 is primarily about the Classes and Races of the setting—all of which come from the Dungeon Crawl Classics Roleplaying Game. This includes the Dwarves, Elves, and Halflings. The fanzine opens with ‘OCCUPTATIONS Now Hiring!’, a table of Occupations suitable for backgrounds and of course, Zero Level characters, all of them for a modern set period. All Classes can use two Signature Weapons from First Level. These are two weapons a Player Character or NPC can use without a penalty, whereas other weapons suffer a step down in die type as a penalty. The first of the Classes is the Strong-Person, which uses ‘Table G: Giants’ for critical hits, ‘Titan’s Might’ means a thirty-sided die is used for Strength checks, Strength of Will grants a Might Die used for all attacks and Strength checks, and Hidden Reserves allows Personality to be temporarily expended to gain an additional Might Die. The second Class, the Acrobat can ‘Roll with the Punches’ and has a better base Armour Class, Cat’s Grace which means the Acrobat can avoid damage too, and as a ‘Land Sailor’, is fast on land and in the air due to climbing, flipping, and leaping over obstacles. The Acrobat is also Ambidextrous and has a ‘Tumbling Die’ which is used for acrobatics and Mighty Deeds for ranged attacks. The Natural Wonder is the third Class and is one of ‘The Madame’s Perfect Children’ and so has Luck like a Halfling, has mutations due to ‘Atomic Singularities’, but due to ‘Mother’s Milk’, is fortified against radiation. An accompanying table provides the mutations.
The three Classes—Strong-Person, Acrobat, or Natural Wonder are all obvious in their inspiration, being archetypal Carnival types, and all well done in their design. Other Classes from both the Dungeon Crawl Classics Roleplaying Game and the Mutant Crawl Classics Roleplaying Game can be imported with little changes, but the Wizard becomes the Mystic, the Cleric the Revivalist, and the Elf, Dwarf, and Halfling The Stranger From A Strange Land. Backed up with a short selection of equipment, these are thematically interesting Classes which should also be fun to play.
Quite what The Madame is never defined in One of Us #1. She could be a demon, the devil herself, a god, or she something in between. She does serve as a Patron for the Player Characters and so can be invoked and there is the danger of suffering Patron Taint. What she wants is trinkets and gewgaws which together will free her from the bondage which confines her to her magical caravan. And this really is the extent of the setting notes and background given in One of Us #1, and that really is the big issue with the fanzine. It is full of brilliant content that suggests possibilities of a type and style of game or campaign, but does not explore either or suggest scenario ideas. Or indeed, give a Character Funnel or scenario, either of which would have shown the Judge what the designers intended. Hopefully that will be provided in the pages of One of Us #2.
Rounding out One of Us #1 is a half dozen monsters particular to the Dust Bowl. These include the Rag Creep, a thing wrapped in rags soaked in grain alcohol, psychedelic desert flower, and camphor to sooth their radiation-burned skin; the Witherer, the spirit of an old woman who haunts water sources who begs others to help her find her lost children and then feeds on their goodwill and hope; and the Dust Preacher, a preacher in his former life not only failed to protect his flock, but made demands of them in return for his protection. Now it demands a tithe of its own Hit Points to gain one-shot actions such as second attack or a static lightning blast! All six monsters are nicely detailed and fit the setting.
Physically, One of Us #1 is well presented with excellent artwork. One of Us #1 is a superb little read, combining elements of horror and the fantastic against a backdrop of broken Americana. One of Us #1 is incomplete though, and more background and some scenarios and scenario hooks would be very, very welcome.

#RPGaDAY2022 Day 28 Style Sunday

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Style Sunday: Roll 1d8+1, tag that many friends with your favorite RPG cover art.

Well. Again, I am not a huge fan of tagging people at random. 

So instead here are some (1d8+1) of my favorite pieces of RPG art. 

Erol Otus Basic Set
D&D Basic Erol Otus


Fiona from WitchCraft
WitchCraft by George Vasilakos

Vampire the Masquerade
Vampire the Masquerade


Monster Manual
Monster Manual

Larry Elmore Witch
Larry Elmore Witch

Blue Rose
Blue Rose

[Fanzine Focus XXIX] Planar Compass #2

Reviews from R'lyeh -

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & DragonsRuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.
Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. A more recent retroclone of choice to support has been Old School Essentials.
The Planar Compass series takes Dungeons & Dragons and the Old School Renaissance on a journey that out where it rarely goes—onto the Astral Realm and out between the planes. Of course, the option for travel in this liminal space has always been there in Dungeons & Dragons, most notably from Manual of the Planes all the way up to Spelljammer: Adventures in Space and the Planescape Campaign Setting. Whilst those supplements were for Advanced Dungeons & Dragons, First Edition and Advanced Dungeons & Dragons, Second Edition, the Planar Compass series is written for use with Old School Essentials, and it not only introduces the Astral Realm, but adds new Classes and rules for one very contentious aspect of Advanced Dungeons & Dragons—psionics! Planar Compass #1 introduced both the setting of the Astral Realm, presented Dreamhaven, a first calling point for the Player Characters to visit and explore, and provided details of several new Races found across the Astral Realm as well as the rules for psionics. Which turned to be easy to use and did not break the game. Planar Compass #2 takes the Player Characters further out onto the Astral Realms, or rather prevents everything that the Referee will need to take her campaign further out into the Astral Realms.

Planar Compass #2 was published in November 2021. Following on from Planar Compass #1, it promises strange sights, ever changing environmental dangers, and monsters the likes of which the Player Characters will never seen. Opening with a quick table listing all of the planes and explaining that the contents of issue are designed for mid-level play, Fourth Level and higher, and what titles are required to use it contents. It notes that the waters of the Astral Realms are the thoughts, hopes and dreams, and nightmares of all sentient beings of the multiverse, physical matter alien to it and are always either an intrusion or a traveller. Such waters are endless and there are many places that a good crew with a solid ship will be able to sail far and away to strange places—if both survive the dangers of the Astral Plane, many of which are intrusions and breakthroughs from other planes.
The dangers begin with the monsters—oddly placed before the sections on astral ships, astral sailing, and so on. These are all native to the Astral Realm and include Bubonic Barnacles which feeds on the wood ships and can grow into humanoid forms or algae blooms; the Astral Amphiptere, a semi-translucent dragon which dwells in island caves, and whose can cause planar tears which it can escape through or even others to use; Psychic Dugong, capable of telepathy, whose Psionic Milk restores psionic energy; and the Kear Imago. This last is a much-feared astral predator which scoops up ships and feeds on the psionic energy of their crews, leaving them husks ready for their larvae to occupy and grow in… A table of ‘Pirate Encounters’ is ready for the Referee to flesh out.
The rules for Astral Ships use the rules for water vehicles found in Old School Essentials, but adds five classes of Saving Throw similar to those for Player Characters and monsters. These are Storm, Collison, Fire, Water, and Plane Shift. These are rolled when a ship is subject to wind and gale forces, strikes an object or is struck by an object, is subject to flames or extreme heat, is subject to facing huge waves and torrential rains, and when transitioning between planes or suffering planar stress respectively. Two pieces of artillery are given to outfit ships on the Astral Plane—ballista and the Onauki fire thrower. Stats are given for ten types of astral ship, which include pirate ships and trading ships and warships, more or less what a Referee will need to run an Astral Sea campaign. They range from the Aldhelsi Drakkar and the Aldhelsi Knarr to the Tortuga and the Psionic Ship! Some of these, like the Human Catamaran, lie within the scope of a group of Player Characters purchasing the, rather than travelling on ships belonging to others. There are pirate ships and trading ships and warships
A handful of magical items are detailed too. The nastiest is the Sword of Astral Tether Cutting, a cruel, thin blade made from the remains of a meteor which can cut the tether between the physical and Astral bodies of the target, killing them instantly! The most interesting is the Sand from the Shores of Dreams, which can be sprinkled on someone so that the next time he sleeps, everyone nearby experiences his dreams. This presents interesting story possibilities, potentially another realm to explore and more.
The rules for astral sailing uses what it calls a ‘hex-flower’ or rosette to determine prevailing conditions around an astral ship, the direction of nearby encounters, and the direction of movement. Effectively, it sits under the astral ship as it sails from one hex to the next. Each turn of movement is handled through the same sequence of play in which the players roll for navigation, weather, and nearby planes, which the Referee uses to determine hazards and create encounters, and rolls to see if a Kear Imago has detected the vessel. The Referee and her players work together to describe the region the ship is sailing through.
Notably, the direction of movement is randomly determined, though the Onauk and Astral Sailors—both detailed in Planar Compass #1—have the ability to nudge the roll so that it is in the right direction. If the Kear Imago detects the ship, then the leviathan-sized creature will come hunting for it. Options for the encounters, weather, and planes near and far, are detailed separately along with a lovely set of hexes illustrated with icons that the Referee is going to want to be able to pull out and slip under the appropriate hex on the hex-flower. Large and small icons are used to represent everything from sighted vessel or signs of land, instruction of a plane, and more, with the size indicating distance away. Large are of course hear, small are faraway.
What is not made clear until the Referee gets to the adventure, ‘The Hunter Beneath the Waves’ is that the crew of ship needs to mask its ‘psychic load’ lest it be detected by a Kear Imago. This can be done by Astral Sailors or by consuming Psychic Ambergris, one of the magic items given earlier. If detected though, the Kear Imago will hunt the ship until either the ship and her crew get away or the leviathan swallows it whole. This lands the ship in its gut and the crew—that is, the Player Characters—have to navigate their way out of the beast. This is simulated using the hex-flower again, but here the crew are navigating the corporeal body of a beast rather than the Astral Sea, hoping to find the brain and engineer an escape. As you would expect it is nasty environment, the various descriptions of rooms such as the stomach, intestines, and waste chamber accompanied by optional tables for traps, NPCs, and location details. The rules are more or less the same for navigating the Astral Sea using the hex-flower, but instead of being able to nudge the direction roll through abilities innate to certain Classes, the Player Characters acquire ‘Travelling Points’ for encountering denizens of this ‘Kear Dungeon’, discovering and disarming traps, gaining information from friendly NPCs, and so on. The adventure is intentionally odd, surprisingly non-linear given its origins, and it does include some tough encounters. Plus although the players are unlikely to replay the ‘Kear Dungeon’ again, there is the possibility of their encountering a Kear Imago again. The fanzine does leave the Referee wondering what to do in that instance. Of course, there are always to get the Player Characters needing to climb back into a Kear Imago again, such as having to find a Wizard who has not been seen for years or go after a criminal. Lastly, the issue includes a table for ‘Astral Fishing’ and a set of adventure hooks waiting to be developed by the Referee as well a decent little comic strip which follows on from Planar Compass #1.
Physically, Planar Compass #2 is hit and miss. It is well written and it is gorgeous-looking. In places, individual hexes are are too dark and too murky, whilst the layout feels a bit tight in places and odd in others. Plus the organisation is odd with the monster descriptions placed up front. Nevertheless, it is engagingly written, the artwork is excellent, and all together, it is a lovely little book.
Planar Compass #2 is a solid set of rules taking Old School Essentials and almost any Old School Renaissance retroclone in an expected direction, out into the beyond of the Astral Sea. It does feel like a transition, going from the Dreamhaven of Planar Compass #1 to the somewhere else, but not telling you where necessarily. Ideally that will be revealed in Planar Compass #3. In the meantime, Planar Compass #2 has all the rules to enjoy boat trip or sail away to location of the Referee’s own devising across the Astral Sea and back again, effectively, ‘Astral-jammer’ for Old School Essentials.

100 Days of Halloween: The White Vale: Sex Starved Witch,Alien Horrors,& Dark Secrets

The Other Side -

My goal here is to review, or at least talk about, all the witch products I can get my hands on. Mostly for my own benefit, I am a self-admitted fan and all, but to also share the products I enjoy and think are good.

Today is not one of those days.

Now. I try to avoid ripping into products. There are plenty of bad products out there that you will never hear about from me because frankly, I would rather talk about products and books I like. 

The White Vale: Sex Starved Witch, Alien Horrors,& Dark Secrets

PDF. $4.00. 10 pages. One cover, one title. 4 pages of art. 1 map. 3 pages of content.

So yeah there is this title. 

I am not sure what this is supposed to be. Is it an adventure or a location? Hard to tell. The art is...sub-par to say the least and mostly terrible to be honest.  There is no witch mentioned, but there is one pictured, though it looks really amateur. 

It has an "Adult Content" warning for the previously mentioned "witch" art. 

No. This is pretty bad.


The Other Side - 100 Days of Halloween


#RPGaDAY2022 Day 27 - How has the character changed?

The Other Side -

After 40 years all my characters have changed a bit. 

One character I had, Nigel was a Neutral Evil assassin, but over the years my DM pointed out he wasn't actually acting very evil anymore and he slowly had drifted to Chaotic Neutral, even to the point of losing his assassin's guild.

Larina went from a rather minor character in the late 80s to more and more importance in my games. I even made subtle changes to her looks, ie her eyes went from brown to blue, and in-story I claimed it was because her magic had become more powerful.

Now how *I* have changed with my characters is I am far more willing to try weird characters. Crazy Gnome bards (although not that weird anymore), crazy little goblin cultists, anything. I was never big on the Sword & Sorcery trope characters, but now even less so.


RPGaDAY2022

100 Days of Halloween: Sade Stock Art

The Other Side -

Be-witched Stock Pack

A long time ago I picked up a bunch of stock art for my witch books.  I never got around to using all of it.  I might one day. But until then here are some reviews/overviews.

As always I will be following my rules for these reviews.

Be-witched Stock Pack

10 High-res CG images of witches.

I like Sade's style and I would love to find more places I could use this art. 

I used some of this art for the Sisters of the Aquarian Order.

Fae Folk Stock Art Pack

A cute little frog-fae girl. 7 images, beautifully done with transparent backgrounds.

Girls of Fantasy #1

6 images, three different figures with a transparent or detailed background each.

The art is good and I am glad I bought it, I just need to find a good use for it.

Moon Witch Stock Pack

The art is good and hi-res. Not sure why it is called a "witch", "moon elf" would be better. I had been using these for characters in my old D&D4 game.

Arch Druid Stock Art Pack

Good art for a character concept. The variety of images/poses are good.

Unnamed heroes #2

Nine images of the pictured hero.  Works great as a noble or other important NPC.

The art is very good.

Dawnbreaker Stock Art Pack

Fantastic works of art. Human (or half-elf) cleric/druid girl in a variety of poses and backgrounds. 3 with backgrounds and 8 without. She wears armor and carries a staff. 

There is no attached license though the main page says for commercial or personal use. The lack of a clear-to-understand and read license is a bit of a downgrade for me, but if you are looking for art for your own personal use then this is a 5/5.

Sorceress

8 image files of a redhead sorceress.  Various poses with transparent backgrounds.

She is partially armored and carries a staff.


The Other Side - 100 Days of Halloween

[Fanzine Focus XXIX] Night Soil #Zero

Reviews from R'lyeh -

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & DragonsRuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.
Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another choice is the Dungeon Crawl Classics Role Playing Game.
Night Soil #Zero takes the Dungeon Crawl Classics Role Playing Game as its direct inspiration. Specifically, it draws from the artwork of the fourth printing of the core rules to provide images that have in turn inspired the creation of monsters, magical items, spells, tables, and more that the Judge can bring to her game or campaign. It is a lovely idea, but the result is a bit of a mess, a hodgepodge of miscellaneous things and entries that unless you somehow know the artwork and its order in the fourth printing of the Dungeon Crawl Classics Role Playing Game, may have you leafing through the pages of the admittedly short Night Soil #Zero in order to find something. Even at twenty-four pages, an index or list of contents and page numbers would not have gone amiss here.
Published by Inner Ham—previously known for Fantastic Exciting Imaginative: The Holmes Art ’ZineNight Soil #Zero, opens with its first monster, the Terrordactyl, a giant reptile bird with retchingly awful bad breath and capable of snapping a target’s neck on a roll of a natural twenty, so a nasty thing to confront the Player Characters with. Not that interesting though. Weirder though, and definitely more modern, are the Horned Lobsterclops, which fight luchadors and underprepared explorers and scientists. Beating one in initiative trades accuracy for speed—the attacker’s die decreases by one step, and if a Horned Lobsterclop licks an opponent, on a failed Will save, it can cause them to scream and writhe, attempt to persuade the nearest ally to run (causing both to lose their actions in the next round), pass out temporarily, or simply flay uselessly at the creature’s sturdy carapace. This has a much pulpier feel then the other monsters and though fun, does need a suitably pulpy style of game to use it. An easier to use creature is the Phlogiston Elemental, which can appear whenever magic goes awry and takes more damage from wooden weapons than metal ones, making it a more difficult thing to defeat.
Perhaps the most flexible monster in the inaugural issue of the fanzine, is the Dogmen. Their love of bones means they often serve necromancer, and they often make good Warriors and Clerics. They can use all four Human Classes, but only up to Third Level. Although small, they have a strong bite, possess a keen sense of smell, and even their very presence enhances the effects of bone magic! On the downside, they are easily distracted, having to make Personality checks to avoid an Action Die and being bumped down a die for Saving Throws. Amusingly, this is called ‘Squirrel!’ and is a suitably silly feature for the henchmen role they are designed to fulfil. The other henchmen-type monsters are Death Guards, who have been hired and erroneously led to believe that they have been imbued with magical ability and otherworldly prowess. As terrible as they are, what they actually have is incredible self-belief and working together can inspire themselves to improve their Armour Class, Hit Points, speed, and so on, though only once per combat for each of the four such tricks they know. This is a concept worth exploring, as it could also be applied to cultists or other devotees, and more, but here it is rough and undeveloped.
The magical items begin with Horseshoes of Returning, innocuous, but favourite weapons for Halflings as they return to the hand once thrown. The other Halfling item of magic is the Pipe of Contentment, which can be smoked to regain points of Luck and even restore damage done to Intelligence or Personality. These are nicely done, flavoursome items that will please any halfling Player Character. From small to large as ‘Dead Giant, Uses of a’ suggests exactly that, whether keeping Chaos magic at bay if properly preserved, allowing its blood to spill and render the land infertile, feasted upon to increase Personality, the skull stolen to use as a cauldron by witches, and so on. For the Wizard, there is the Horned Cap, which makes him look like a badass and so might get him a free drink or a warmer bed, just to ensure that he is happy, or even potentially gain bonuses if Luck is burned, when casting spells related to bones, animals, or fear, and the Dragon Staff, which grants the user proficiency in, but not the capability of flight and a unique, randomly determined dragon power. There is even an Enchanted Skull Bookrest against which wizards and other magic-users rest their tomes and digests of knowledge where they can easily be read and understood, only for their content to shift into gibberish the moment they are taken away from the skull. It might protect a spell or other work of magic from prying eyes, but what if an Enchanted Skull Bookrest was stolen and one of the books which rested upon it, contained something of vital importance? Who would pay to get back and why?
The Cauldron of Contact aids in the fashioning of alchemical substances from other realms when burned over wood from Elfland, Faerie Forests, or Dryad Groves, or even contacting beings from those realms if wood cauldron from Elfland, Faerie Forests, or Dryad Groves is heated in the cauldron. There are potential side effects, such as the King of Elfland finding a future opportunity to strike the user or rolling corruption or all footwear being wet inside, causing the user’s feet to rot. This could be an interesting item, but is rather undeveloped as there are no mechanics as to when the side effects occur. 
The three spells in the issue are The Eye of Chaos, Shadowblend, and Seeking Shrieking Shrike. The first is a Second Level spell for Clerics which creates a glowing eye-like symbol that grants a bonus to Chaos-aligned creatures or zaps Law-aligned creatures; the second a First Level Wizard spell that enables him and his companions to blend into the shadows to increase their Armour Class; and the third a Second Level Cleric spell that creates an animal-shaped bolt which seeks out its target and hits on the next round after being cast. Seeking Shrieking Shrike is a fun spell, the others less so, but interesting additions to find in spell books or being cast by NPCs.
Other items are found in certain locations, such as the Speaking Headstone, which might not know much about the person whose grave it marks, but has seen a lot of vistors to the cemetery over the years, so may have the answers that the Player Characters are looking for. Unfortunately, it has a tendency to complain about the lack of crematorial etiquette and actually, would like a change of scenery, or even a holiday… The Speaking Headstone is just such a ridiculous idea, but it sounds a lot of fun for the Judge to roleplay, and her players and their characters are sure to loath it. Other locations include the partially submerged skull of a titan, which can be entered and then the length of its bones explored, the deeper the Player Characters penetrate, the better their magic, and a Hanging Tree whose potential effects include wiping from existence anyone who is hung from its branches or transforming them into some form of restitution for their crimes, or even causing another corpse to animate as one of the various undead. The Judge is free to choose, two of the options suggesting story possibilities, which the last feels almost traditional.
Physically, Night Soil #Zero is scrappy—intentionally scrappy. The artwork is likewise intentionally rough. Together with the use of the typewriter style font, the look of the fanzine is designed to match that of the fanzines and books of the seventies and even then their lack of professionalism. It may or may not trigger your sense of nostalgia, but that does not necessarily detract from the readability of the contents of the fanzine.
Night Soil #Zero is a mostly entertaining medley of the miscellaneous and the muddled, organised only by reference to another book. (Which is its major problem.) The inspired sits alongside the indifferent and reading the slim volume is very much a matter of whether you are going to get the former or latter, from one page to the next—or even on the same page! Night Soil #Zero is the equivalent of the blind box purchase for the Dungeon Crawl Classics Role Playing Game—there are definitely things in here that will inspire the Judge and there are definitely things which will leave him uninspired.

#RPGaDAY2022 Day 26 - Why does your character do what they do?

The Other Side -

Ah. The age-old question. Why do characters adventure?

For the Johans it was always about destroying the forces of evil. Fighting the undead and demons so innocents would not have to perish.

For Larina, it was always trying to uncover that next occult secret. Or in my case with her, discover the ins and outs of a new game system and its magic.  

For each character for me it is usually about exploring some archetype or some aspect of the rules I want to uncover.

And some characters, like my gnome bard Jassic Goodwalker or my goblin warlock Nik Nak, it is just about having a good time. Both for me and the character. 


RPGaDAY2022

[Fanzine Focus XXIX] Crawl! Number 12: The Luck Issue

Reviews from R'lyeh -

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.
Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another choice is the Dungeon Crawl Classics Role Playing Game.

Published by Straycouches PressCrawl! is one such fanzine dedicated to the Dungeon Crawl Classics Role Playing Game. Since Crawl! No. 1 was published in March, 2012 has not only provided ongoing support for the roleplaying game, but also been kept in print by Goodman Games. Now because of online printing sources like Lulu.com, it is no longer as difficult to keep fanzines from going out of print, so it is not that much of a surprise that issues of Crawl! remain in print. It is though, pleasing to see a publisher like Goodman Games support fan efforts like this fanzine by keeping them in print and selling them directly.

Where Crawl! No. 1 was something of a mixed bag, Crawl! #2 was a surprisingly focused, exploring the role of loot in the Dungeon Crawl Classics Role Playing Game and describing various pieces of treasure and items of equipment that the Player Characters might find and use. Similarly, Crawl! #3: The Magic Issue was just as focused, but the subject of its focus was magic rather than treasure. Unfortunately, the fact that a later printing of Crawl! No. 1 reprinted content from Crawl! #3 somewhat undermined the content and usefulness of Crawl! #3. Fortunately, Crawl! Issue Number Four was devoted to Yves Larochelle’s ‘The Tainted Forest Thorum’, a scenario for the Dungeon Crawl Classics Role Playing Game for characters of Fifth Level. Crawl! Issue V: Monsters continued the run of themed issues, focusing on monsters, but ultimately to not always impressive effect, whilst Crawl! No. 6: Classic Class Collection presented some interesting versions of classic Dungeons & Dragons-style Classes for Dungeon Crawl Classics, though not enough of them. Crawl! Issue No. 7: Tips! Tricks! Traps! was a bit of bit of a medley issue, addressing a number of different aspects of dungeoneering and fantasy roleplaying, whilst Crawl! No. 8: Firearms! did a fine job of giving rules for guns and exploring how to use in the Dungeon Crawl Classics Role Playing Game and Crawl! No. 9: The Arwich Grinder provided a complete classic Character Funnel in Lovecraftian mode. Crawl! Number 10: New Class Options! provided exactly what it said on the tin and provided new options for the Demi-Human Classes, whilst Crawl! Number 11: The Seafaring Issue took the Dungeon Crawl Classics Role Playing Game.

Published in August, 2016, Crawl! Number 12: The Luck Issue takes the Dungeon Crawl Classics Role Playing Game on a deep delve into what is perhaps one of the most confusing parts of its rules—and that concerns Luck. In some situations a player has to roll under to make a Luck save in the Dungeon Crawl Classics Role Playing Game, but in others a traditional Difficulty Check value needs to be rolled against, the roll modified by the Player Character’s Luck Bonus or Penalty, if any. Numerous authors provide as many options as they can for the Judge to pick and choose from depending upon what would suit her game. This starts with ‘High or Low? Tips for Dealing with Standard Luck Checks’, by the fanzine’s editor, the Rev. Dak J. Ultimak. He suggests using a standard Ability Check, lowering it for a heroic campaign, raising it for a gritty campaign; determining the Difficulty Check randomly each time; or simply just stick to rolling under Luck. There are guidelines too for group Luck Checks. He then counters these options with ‘Alternative Luck Checks – Different Luck Mechanics Instead of Luck Checks’. The options here rolling as per a Traveller skill check; rolling dice al a Craps; pushing a Player Character’s Luck a la the games Dice or Greed; and even what it calls ‘Story Mode’, essentially the Failure, ‘Yes, but’, and ‘Success’ mechanics of roleplaying games using Powered by the Apocalypse. Lastly, in ‘Luck as a Guiding Force – Luck as a Motivator’, Rev. Dak J. Ultimak picks up on using Luck as a motivating force as suggested in chapter seven of Dungeon Crawl Classics, using Luck as rewards for suitable actions in a campaign. So, protecting innocents for a heroic campaign, completing missions in a mercenary campaign, and so on. So numerous options to choose from, the Judge being almost spoilt for choice Except no…
Crawl! Number 12: The Luck Issue does leave the Judge spoilt for choice. The choices continue with ‘Lucky Strikes of Derring Do – A New Way to Burn Luck’ by R.S. Tilton. This enables Classes other than the Warrior to burn Luck and so gain access to a Deed Die—the more Luck burned, the higher the Deed Die—as well as ‘Dastardly Deeds of Deceit’ for the Thief and Halfling Classes with ‘Hamstring’ and ‘Hindering Strike, or Strap Cutter’ manoeuvres, which open up the range of actions they can do.  These are joined by options such as burning Luck to gain a die reroll, to gain a die bump, to turn an ordinary item into a lucky one, and more. ‘Luck Tables’ cover everything (well mostly) from ‘Recovering the Body’ to ‘Feeling Lucky?’ via ‘Bad Hair Days’, the latter most amusing table in the issue.
Rounding out the issue is ‘The Dungeon Balladeer – Bard Songs’ by Mark Bishop. This gives the lyrics for ‘The Ballad of Pervis Grumcobble’, a song regularly performed in the DCC Tavern about the luckiest Halfling to ever live in the kingdom. Thematically, it sort of fits the theme of Crawl! Number 12: The Luck Issue, Halflings, of course, being renowned for their luck, but it is such a change of tone and subject matter that the article is very much an outlier in what is very mechanically focused issue. Plus, as what was designed to be the first in a series, ‘The Dungeon Balladeer – Bard Songs’, tuned out to be the only entry as Crawl! Number 12: The Luck Issue was the last issue of the fanzine.
Physically, Crawl! Number 12: The Luck Issue is decently done, a clean and tidy affair. The artwork—done by Mario T—is decent enough, but hampered by the theme of the issue as there really is not all that much that can be done to illustrate Luck.
Crawl! Number 12: The Luck Issue is the most disappointing issue to date. This is not to say that it is a bad issue per se, or even useless. Dedicated to Luck and overflowing with options that a Judge can pick and choose from, the question is, how many options do you need? How many are you going to use? Of course once chosen, the Judge may never want to look at the other articles and options and this issue itself again. The options are all reasonable, yet it is just too much Luck, too many options for the one issue. Then again, once a Judge has read through Crawl! Number 12: The Luck Issue, she will never have to read another article about Luck again.

She should be so lucky.

Miskatonic Monday #126: A Fishy Business

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Name: A Fishy BusinessPublisher: Chaosium, Inc.
Author: Joerg Sterner

Setting: Jazz Age MaineProduct: Scenario
What You Get: Fifteen page, 15.25 MB Full Colour PDF
Elevator Pitch: Between the Mob and the Mythos in Maine.Plot Hook: More to a delivery and a pickup than meets the eye on a road trip in New England
Plot Support: Staging advice, three handouts, six NPCs, three Mythos monsters to be, and one Mythos artefact. Production Values: Reasonable.
Pros# One night one-shot# Potential criminal campaign starter# Low key, weird road trip# Potential Lovecraft Country addition# Underplayed introduction to the Mythos# Lots of questions to be answered at scenario’s end# Broad scope for non-traditional Investigators
Cons# Needs a good edit# Lots of questions to be answered at scenario’s end# Light on Lovecraftian investigative horror# Underplayed introduction to the Mythos for a one-shot?
Conclusion# Short, but potentially interesting and entertaining introduction to the Mythos for a criminally-based campaign set in New England, which leaves a lot questions to be answered.# Short, underplayed investigation and encounter with the Mythos for a one-shot, which leaves too many questions to be answered as a one-shot.

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